Cleric Optimized For Healing


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Though it's still not a bad feat - skill training plus an extra emergency heal. If you have any interest in any of the warlord skills, and you aren't planning on taking another multiclass feat, it's a good pick.
 

Veterans Armor

Use that Veteran's Armor from the Adventurer's Vault to blow an AP and get another round of the Beacon of Hope. Healing for everyone!
 

Use that feat to get Beronar's Salve Channel Divinity power?

Gives you another encounter heal power (which only triggers when your ally drops, but you can't have everything!)
 

Dude, clerics are huge healers at low levels.

Cleric wis 18, chr 13.

Beacon of hope heals pretty much everyone 9 points.
Healing word after Beacon of hope is Healing surge +4+5+d6. For a target with 32 hit points (say a 1st level dwarven fighter) that's 8 (healing surge value)+9+3.5 or 20.5 points of healing from the healing word. So in one round you could get him from the negatives to 2-3 points away from max. Sure, it involves your daily, but it works really well. And you got to weaken a bunch of baddies.

The only 2/encounter is limiting, no doubt. But you have utilities you can take as you move up levels to add more.

The only thing I dislike about clerical healing is that healer's lore doesn't scale with level very well. How about WIS*2 and WIS*3 at the different tiers or something? At 30th level a warlord's inspiring word is just about as good as the cleric's healing word (8 hit points difference isn't all that much when you have 180 hit points).
 
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Why is no one mentioning Radiant Strike? Its at will, people. At will.

Here's how our cleric rolled at level 1.

2/encounter, healing word, heals surge+1d6+4.

1/day, beacon of hope, heals 9 in a radius, improves healing word (you were adding your wisdom modifier to the healing from beacon of hope, right? its a clerical healing power)

at will, radiant strike- at level 1, it added two temporary hit points every time the cleric succeeded on an attack. This essentially reduces damage by two the next time an enemy hits. Its functionally equivalent to healing if you target your allies wisely. This may seem small, but its at will and it really adds up. And it improves rapidly as you level, eventually becoming really, really effective.

in emergencies, heal checks- they put people back on their feet when their down and you need to trigger their second wind

So, OP- how many people are in your group? If its 5, including the cleric, you should be doing alright. Remember, part of the responsibility for healing is on the individual in 4e. Everyone has Second Wind, and they should be using it. Also make sure that the rest of your group is playing wisely. Its possible that you don't feel like you have enough healing because your group is too reckless. Look and see if the defender characters are protecting the strikers, and so forth.

Finally, the most common reason that groups find themselves lacking enough healing is that they don't have enough melee combatants. How many of your groups total characters fight in melee? If its only two out of five or so, you may have a problem simply because those two characters can't take the punishment, and can't stop enemies from slipping past them.
 


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